Uma unidade instrucional baseada em jogos para o ensino de língua inglesa nos anos finais do ensino fundamental
Ano de defesa: | 2023 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Santa Maria
Brasil Educação UFSM Programa de Pós-Graduação em Tecnologias Educacionais em Rede Centro de Educação |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://repositorio.ufsm.br/handle/1/31162 |
Resumo: | In recent years, education has undergone major changes due to the pandemic crisis caused by the Covid-19 virus, which has made all activities that took place in person to work remotely. In this scenario, teachers had to rethink their pedagogical practices, exploring the use of digital technologies. However, there were several difficulties and challenges encountered. From the digital fluency of teachers and students, to finding quality teaching materials and evidence of their benefits to be used in the classroom. Thus, there is a need for studies that focus on the creation of sequences and teaching materials mediated by technologies, systematically defined and evaluated, to assist in the teaching and learning process of educators and future educators. In parallel, there is a need to appropriate Digital Information and Communication Technologies for the teaching of English in Basic Education, as they arise at different times with the aim of intensifying student learning. In this sense, for the teaching of a foreign language, there is a whole cultural universe for students to explore, whether through music, movies, series and Digital Games (DJ). For such students, who most of the time are still in the literacy phase, the use of JD in this process is crucial, because through them the student is able to develop their autonomy, making them think when trying to solve some challenge. imposed by the games in their different levels of difficulty. In this context, the general objective of this dissertation is to develop an Instructional Unit based on Digital Games, for teaching English to students in the Final Years of Elementary School. In terms of methodology, this research is classified as multimethod, as it adopts different qualitative and quantitative methods to define and evaluate the proposal. In relation to time horizons, the research is transversal, as it occurs in events that are dissociated in time. As a technical product, a requirement for a professional master's degree, there is an Instructional Unit Based on Digital Games for Teaching English to Elementary School II students. As a result of this research, obtained in evaluations from the perspective of English language students and teachers, there is an indication of contribution to the learning of students in the final years of Elementary School, and the potential to assist teachers and future English language teachers in their pedagogical practices by appropriating a systematically defined and evaluated instructional unit. |